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Dave Shapiro
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04050607
Many reviews begin by describing what is in the box followed by a fairly detailed description of the rules. For those that need this information: the box contains some pieces, a board, some dice and a nice tray to hold everything. The Rules: move around, eliminate other units on the board and attempt to win.



The latest incarnation of Risk is the new Risk Transformers edition. If the heart of every Risk game is the conflict and the combat system, the soul of the game is the theme. The theme for every edition of Risk is some epic confrontation. From the classic version where players are attempting to conquer the world to Napoleonic battles, the realm of Lord of the Rings, ancient gods, the universes of Star Wars and Narnia and now a battle for the planet of the Transformers. Once again two powerful titanic forces are attempting conquest. Though this is a four player game, as with Lord of the Rings Risk, there are only two factions. There are four sets of different colored units plus four Transformer commanders/leaders each with a unique ability so the game is playable with as many as four players.

Very often when there is a series of games, the various sequels fail to offer variety; they are simply a rehash of the previous game employing a different setting. (Carcassone, Monopoly, Trans America/Europe, etc.) While other series present gamers with a different experience with every new edition. (Settlers, Command & Colors, etc.) Fortunately, for fans of Risk, each new game varies significantly from previous releases. Each of the games has a unique feel. Strategies that are rote in one game are completely inefficient in another. Such is the case with Risk Transformers. Consider the following:

Classic Risk – The original game has been surpassed by it’s siblings in almost every way but the last edition (2003) presents the best version of Mission Risk to date and a terrific two player scenario.

Castle Risk – Total chaos, no real cohesiveness.

Napoleon – Very serious it is an attempt to introduce historical scenarios into the Risk format. As such, the scenarios are not necessarily balanced. This version introduced plastic miniatures into the game.

2210 – A serious, challenging game that introduced auctions, commanders, an additional board and presented the player with significantly different routes to victory. The core of this game can be found in three other Risk games (Godstorm, Clone Wars and the Original Trilogy edition).

Godstorm – This is a mix of 2210 and Magic. The commanders of 2210 have been replaced by a pantheon of mythical gods. The cards, and in particular, the card combos, are tremendously more powerful than that in 2210 . While this was intended to represent the power of these mythical gods, it serves to introduce radical changes during the game boarding on near chaos at times. As with 2210 and Napoleon, this is a serious game with a steeper learning curve than a standard Risk game.

Lord of the Rings – Building armies and creating empires is secondary to the search for points (missions). This was the first version that presented the players with a viable team/two player version.

Narnia – An extremely stripped down version of Risk it retains the combat mechanic while eliminating almost all strategic considerations. This game has the lowest piece count of any version of Risk. The nature of the system prevents the tit-for-tat struggles that often occur in a Risk game as one player tries to revenge a perceived injury; the game system determines the area to be attacked.

Warriors/Dragon Hordes – this is the card version of the classic game themed with fantasy creatures. It plays quickly and is portable. While some have had difficulty accepting the alterations, it is a good rendition nonetheless. Note: I am assuming that both decks (Warriors and Dragon Hordes are included as the game is incomplete with only one deck.)

Clone Wars – The first in a set of games based in the Star Wars universe and derived from the system first introduced in 2210. Quick playing and a lighter learning curve than in 2210, the game presents the players with great strategic and tactical choices. This is another game in which two player or team play is indicated.

Original Trilogy – The second game set in the Star Wars universe. This game employs many of the mechanics introduced in 2210/Clone Wars and is designed for three players. Each of the three factions has a different set of goals that conflict with those of their opponents. Though it can be played with two (or, they claim 5 players) the Trilogy edition is optimal at three players.

And now to Transformers Risk.

Transformers Risk is a simplified version of the game when compared with all of the previous editions save Narnia. It is not as complex, nor does it offer the empire building concepts found in the classic edition. This is simply a six turn, knockdown battle. With a nod to the popularity of Eurogames, control of the most spaces at the end of the sixth turn is the goal. Risk Transformers is to 2210 what Heroscape is to advanced Battlelore or Nexus Ops to Twilight Imperium. There is little if any long term strategy but a whole-lotta fighting. This is definitely a beer and pretzels game. As with games such as Tempus, the only scoring is completed in the last turn and the five previous turns are simply positioning for this final scoring.

One of the unusual factors of the game is the relatively low piece count. Though there are methods for generating a large group of reinforcements (card combinations), these events are quite rare. This actually serves to increase the tension in the game as one cannot afford to simply lose units as cannon fodder; each of the units is precious. The collection and submission of sets of cards for additional armies is not present in the game. Other than some of the cards, the only method for gaining reinforcements is the total zone (territory) count and the control of specific sectors (continents). Most spaces commonly hold only one or two armies.

As with every other version of Risk there are cards that can be earned during the game. One card is awarded each turn that a player conquers an opponent’s zone. Considering that there are only six turns to the game that means a player can only obtain six cards throughout the game. The cards serve two purposes: the first is to present the player with some bonus opportunities such as additional armies or altering the die result in some way. The second purpose is to morph one of the four special zones (territories) on the map. An example in the rule book suggests that a player plays a combination of these cards and generates a large number of armies. Though this is possible, it is highly improbable. With only six cards possible during the game and the tense, near desperate situation that players reside in, it is unlikely that anyone would hold back on an army generating card.

There are two types of spaces (with two of each type) on the map that are unusual, not just for a Risk game but for any game. There are two spaces that are circular and can be rotated during the game. Arrows on the space indicate which two zones border the space. These spaces can be rotated with one of the cards earned as described above. What makes this interesting is that a player can create a barrier by altering the position of the arrows, effectually preventing a possibly devastating attack. Of course an opponent may burn a card and morph the direction of the arrows again but these cards are so few, so precious that it is not an easy decision.

The second type of space is the factory space. As with most Risk games there are 42 spaces on the board. In Transformers, two of these spaces can be morphed (I believe that is the term they use) into a factory that will produce additional armies for the resident of the space. In addition to this, it becomes an additional space on the board increasing the total count to 44 spaces. It requires a card to open the factory and an opponent, with the proper card, may close the factory (in which case all of the armies produced that remain in the factory are crushed). This can significantly alter the positions and strength of the players in the game.

All of this serves to present a game that is great for a quick, fun battle. Risk Transformers could easily substitute for the times when you might want to play Nexus Ops or Heroscape. It is light and quick enough that players unfamiliar with the system will not be hampered with a difficult learning curve and sufficient strategic and tactical requirements to entertain for the period that it lasts. (The game should play in an hour or less.) It has a vaguely Eurogame feel.

Is it the best Risk yet…nope, but it is satisfying and fits nicely into the Risk collection of games as none of the other versions serves the same purpose. Considering that it costs less than many card games today, this is more bang-for-your-buck than I have seen in quite a while.
Jeremy Carlson
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060708
Well....I expected to read a review that showed how this game sucked. What I didn't expect, was actually wanting to have a go at it.

This is the type of info that I look for in a review. Nice job sir!

On a side note, I have to say that a lot of the reviews I've been reading lately have been extremely well written.
Cedric Chin
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Sweet. Just curious, but how well does this stick to theme? I'm only seeing that limited units reflect on how the Transformers robots were personalized, rather than cannon fodder.

Good job!


aka. Washu! ^O^
Chris Leder
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Dave, that was one of the best, most concise, and well-written reviews I have seen in some time. The fact that I happen to agree with every one of your points is simply a bonus...;)

I come from a large family that plays the original Risk every chance it gets. Birthday parties, Thanksgivings, Wednesdays, you name it. As a Transformers fan, I was hotly anticipating this version to see what would be changed/improved/added over other versions.

Personally, I love it. I've played the original trilogy Star Wars and the Lord of the Rings versions, but to me, this stripped-down sequel is the best of the bunch. I have played with adults and with my 9-year-old son, and all games have moved swiftly and with a lot of fun thrown in. The main feeling we have at the end is that we should throw out the 6-turn rule and go for all-out Cybertronian domination.

As a Transformers fan, I am thrilled to see transformable "leader" pawns of Optimus Prime, Megatron, Barricade, and Bumblebee leading the red, black, purple, and yellow armies respectively. Each has his own special ability (+1 to attack roll, etc) depending on whether he is in robot mode or alt mode. The cards you play feature fun Transformers references, such as Energon Converters and even Mini-Con Powerlinx. The names of the zones that comprise each sector are straight out of Transformers lore (Tyger Pax, Iacon), though it was strange to see Unicron and Primus as names of zones on Cybertron rather than plantes themselves...

Lastly, I have one small head-scratcher as a Transformers fan. The images of the leaders (except for Megatron) are of their Earth modes (truck, car, etc.) and their Earth robot modes. But this game is set on Cybertron, so why would they look like police cars and such? It means nothing to the casual gamer, or even the TransFan who isn't as silly in the head as I am...

In the end, I think this is a genuinely fun version of the game which can serve as both a tutorial for first-timers or a quick alternative for longtime players.
Andrew Breitenbach
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060708
ced1106 wrote:
Sweet. Just curious, but how well does this stick to theme? I'm only seeing that limited units reflect on how the Transformers robots were personalized, rather than cannon fodder.


I just received the game as a gift last weekend, and haven't had a chance to play it yet, but I punched it out and read the rules. You can substitute the transformed (vehicle) shape for three robots and swap them back at will. This doesn't affect their performance at all -- that's a standard Risk attribute, different pieces for different unit counts -- but it is a slight bowing of the head to theme.

The four leader pieces can transform, and each has a different special ability depending on which form they are in (robot or vehicle). A couple strike me as not being as useful as some others, but again I haven't played the game yet, so what do I know? ;)

One thing I thought pretty cool was that since Cybertron doesn't have polar ice caps, there are "Pac Man tubes" going off the top and bottom of the board, and not just connecting the east and west such as in standard Risk. This creates the illusion that you are indeed playing on a small sphere. Because of this, I really can't find any Australia analogues on the board, though some areas are definitely easier to assail than others.

Hope this helps!

Oh, and the above review was wonderful! :D
Philip Reed
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0708
Excellent review. Now I want to find a copy.

Thank you.
Bryan McClendon
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Nice.
Nexus Ops really scratched an itch for me and my friends and I've been looking for something else along those lines. This might be exactly what we need.

Curtis Kopciuch
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It doesn't matter how many differant ways or themes they make for risk the game sucks.

Its great for newbie stratigists, but when you've been gaming a long time, Risk just has nothing to offer, but rolling insane amounts of 6 sided dice.
Last edited on 2007-06-19 00:44:08 CST (Total Number of Edits: 1)
Greg Collins
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Quote:
It doesn't matter how many differant ways or themes they make for risk the game sucks.



You are of course entitled to your opinion. I love Risk for the simple fact that I can play it with game newbies or my young kids. Risk fills a niche for many people.

I'd say that ASL sucks but many folks love it and good luck to them. I look forward to trying this version.
Philip Reed
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0708
KAGE13 wrote:
. . . Risk just has nothing to offer, but rolling insane amounts of 6 sided dice.


You say this like it's a bad thing. I enjoy rolling lots of dice. Overall, I find Risk (especially the newer variants, with turn limits) a fun distraction.
Quote:
It doesn't matter how many differant ways or themes they make for risk the game sucks.


Now i'm a fan of both games as well as heavier hex and counter paper map wargames but how do you dismiss Risk as "pure luck" but love axis and allies so much? every criticism that one could level at risk could be applied to A&A as well imho.
Curtis Kopciuch
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kuocal wrote:
Quote:
It doesn't matter how many differant ways or themes they make for risk the game sucks.


Now i'm a fan of both games as well as heavier hex and counter paper map wargames but how do you dismiss Risk as "pure luck" but love axis and allies so much? every criticism that one could level at risk could be applied to A&A as well imho.


I agree, i can't play axis & allies any more either.

A game doesn't have to be complicated to be good either. Diplomacy is simple, and absolutly no dice involved. the perfect board game...besides chess.

Twilight strugle, is as simple as you can get, but insane amounts of stratigy.

I also agree with Reggy, its great for newbies and kids, Heck risk and A&A is how i got started.

but if we are rating board games as a whole, I would say there are 4 levels of gaming.

1 - boring (Risk, monopoly)
2 - ok (A&A)
3 - Fun (Twilight Imperium, Diplomacy)
4 - Uber crazy (World in Flames)

Its just a natural progression. Once you move past Risk & A&A, you play it once a year to remind your self that you could have played something better that night.

Your right though, just my opinion, Risk & A&A does have its place in the gaming world.